Difference between revisions of "User:1ccsDontMatter/notes"

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Line 46: Line 46:
 
* Nirvana - 8, 8 booster
 
* Nirvana - 8, 8 booster
 
* KL - 5, 6 booster
 
* KL - 5, 6 booster
* Gain
+
* Gain - 4, 6 booster
* Chitta
+
* Chitta - 7, 8 booster
* Bulgin
+
* Bulgin - 1, 4 booster
 +
== Boost activation ==
 +
* Borrnam -
 +
* Miyamoto -
 +
* HJ -
 +
* Nirvana - 47
 +
* KL -
 +
* Gain -
 +
* Chitta -
 +
* Bulgin - 97
 
== Back brake ==
 
== Back brake ==
 
* Borrnam - -8 per frame
 
* Borrnam - -8 per frame
* Miyamoto
+
* Miyamoto - -4
* HJ - -6
+
* HJ - -7
* Nirvana
+
* Nirvana - -2
* KL
+
* KL - -6
* Gain
+
* Gain - -5
* Chitta
+
* Chitta - -1
* Bulgin
+
* Bulgin - -3
 
== Wall brake ==
 
== Wall brake ==
 
* Borrnam - -6 per frame
 
* Borrnam - -6 per frame
* Miyamoto
+
* Miyamoto - -7
* HJ
+
* HJ - -4
* Nirvana
+
* Nirvana - -8
* KL
+
* KL - -5
* Gain
+
* Gain - -2
* Chitta
+
* Chitta - 3
* Bulgin
+
* Bulgin - -1
  
 
= Memory addresses =
 
= Memory addresses =
  
 
==RAM==
 
==RAM==
 +
1012ee - 16 - charge count to activate booster (player holding down shot button)
 +
 +
102c4a - obj- base of data object
 +
 
102c5c - 16 - current position of background layer / level position
 
102c5c - 16 - current position of background layer / level position
  
Line 78: Line 91:
  
 
102c92 - 16 - current minimum possible speed of screen scroll
 
102c92 - 16 - current minimum possible speed of screen scroll
 +
 +
102dcd - 16 - current rate of change (used for passing to scroll speed modifier function)
 +
 +
==ROM==
 +
009694 - sets argument for function (booster boost amount)
 +
 +
018830 -
 +
 +
018890 - writes to current player scroll speed during booster use

Revision as of 00:39, 6 July 2020

Gain

Green weapon: pierce deep body parts + 2 shot streams

Red weapon: often more damage from behind

ice treasures: stay top of the screen

chitta

red wep: You want to be far away and central to the target so the streams can converge on it. Bad in tight areas.

Ice corridor

Boss

Ice attack: Hug wall adjacent to torso


forest of dead

boss

l1 score: 55k

crossfire

l2 canonns: rank rolls over due to speed and enemies fire slower

strato sphere

knight enemies: dont stay at the bottom of the screen or you get crushed and spit into bullet streams


kobold tower

boss

l2: easier to time out than to kill due to enemies after being strong

Data

Data taken from stage 1 and air circus (rates are different on different stages)

Accel zone

  • Borrnam - 2, 4 booster
  • Miyamoto - 6, 6 booster
  • HJ - 3, 5 booster
  • Nirvana - 8, 8 booster
  • KL - 5, 6 booster
  • Gain - 4, 6 booster
  • Chitta - 7, 8 booster
  • Bulgin - 1, 4 booster

Boost activation

  • Borrnam -
  • Miyamoto -
  • HJ -
  • Nirvana - 47
  • KL -
  • Gain -
  • Chitta -
  • Bulgin - 97

Back brake

  • Borrnam - -8 per frame
  • Miyamoto - -4
  • HJ - -7
  • Nirvana - -2
  • KL - -6
  • Gain - -5
  • Chitta - -1
  • Bulgin - -3

Wall brake

  • Borrnam - -6 per frame
  • Miyamoto - -7
  • HJ - -4
  • Nirvana - -8
  • KL - -5
  • Gain - -2
  • Chitta - 3
  • Bulgin - -1

Memory addresses

RAM

1012ee - 16 - charge count to activate booster (player holding down shot button)

102c4a - obj- base of data object

102c5c - 16 - current position of background layer / level position

102c8e - 16 - current maximum speed limit of scrolling

102c88 - 32 - current logical position in level (goal line progress)

102c92 - 16 - current minimum possible speed of screen scroll

102dcd - 16 - current rate of change (used for passing to scroll speed modifier function)

ROM

009694 - sets argument for function (booster boost amount)

018830 -

018890 - writes to current player scroll speed during booster use